[quote:2lqts6av]But then, That would leave less creativity in what I am doing. It is supposed to be that it randomly chooses a number and set it as how "pixelated" that object is. Unless you expect me to add a couple of hundred different animations for each possibility, there should be an easier way?
Okay, that is new constrain you did not mention on the original post. The first issue is that, as far as I understand, it is not possible to change the size of the collision poly during run time (if I'm wrong on this, can anyone please let me know?).
By the way, it is hard to give you an answer without a capx. This may work: disable collisions in the sprite that gets pixelated, and pin a transparent sprite to it (position and and angle), at beginning of the layout. then at each collision:
on collision -> set variable temp to a random number
apply pixellate with temp as parameter
set [invisible sprite] height to a size based on the pixellate parameter
set [invisible sprite] width to a size based on the pixellate parameter
pin [invisible sprite] to [pixellated sprite] (position and angle